Releases: gruppe-adler/grad_civs
Releases · gruppe-adler/grad_civs
throttle FiredNear , fix FUNC(setVehicles)
- throttle firedNear event to once every 15s
- do not log civ firefights unless in DEBUG mode
- fix
grad_civs_cars_fnc_setVehicles
, now properly accepts array of class names
diagnostics & interactions modules
improved
- overhauled weapon pointing logic. people dont raise their hands if you accidentally swipe them, nor do you need to keep your crosshairs absolutely fixed on them
new
- new addon "diagnostics" where everything debug is found, and boy is it configurable.
- the "showFps" setting shows last fps and civ counts from servers and HCs in one line
- fix "waypoints" option for the showInfoLine
- remove all "currently thinking" stuff and replaced it with nothing. use your imagination!
- more performance options, notably
minServerFps
. Very useful, lest you abso-fucking-lutely overwhelm your server with civilians- includes a nice cleanup of the server/HC main loop & startup. if no HC entities exist, start off immediately - if there are, wait a few secs to get them all settled in
- new option to overclock the CBA state machines on HCs. 🚀 I did not dare do it on the server.
- new addon "interact" where everything is done to let you get dirty with civilians.
- new: stop/carry on interactions on cars as well as pedestrians. this is nice, because sometimes it helps to turn things off and on again!
- fix reversing vehicles not stopping after 50m
changed
if you're coding against this - lots of renamed/moved variables and events, too lazy to list them. 😬
love for all things Zeus, multi civ classes
- new: allow multiple civ classes to be set (they will randomly be chosen from)
- new: ZEN context actions for
- Dismiss civilian (i.e. remove GRAD Civs magic without despawning them)
- Stop (stops civs dead in their tracks)
- Continue (makes Civs get on with whatever their task is after stopping them)
- fix: properly declare ZEN dependency
- fix: error message on transit despawn
- cleanup: icons for Zeus modules, re-categorize them, move all ZEN deps into a "zeus" addon
4.0.0 - renamed & icon'd modules, various bugfixes
- new: where-ever edit boxes require an array, also allow quoted or unquoted comma separated values
- new: configure max travel distance from vehicle spawn (previously fixed at 2500, now defaults to twice the max spawn distance from players)
- new: icons for all Eden modules
- improvement: skip all periodic server tasks while game is paused
- changed: improved logic for initial mount up in vehicles
- changed: removed some old event handler API stuff (onSpawn, onHeldUp, onKilled) that was broken anyway
- changed: renamed exclusion/population zone module classes
- changed: moved exclusion/population zone functions from 'legacy' to 'common' module
- fix: transit vehicle configs (priority now: module > transit addon > cars addon)
- fix: despawn when too far from players works again
- fix: error message when 'voyage'ing unit died
- fix: ASR_AI compatibility on locality change
- fix: removed systemChat debug output
improvements for debug mode & logo
- debug mode map view: show individual business state name instead of "grad civs"
- re-title transit modules
- add logo versions for everything
fix loadout settings
- fix uniform and headgear CBA setting (should now work independently)
- fix all loadout setter functions
- do not completely reset civ loadouts after spawn - keep watch in 50%, map in 5%, compass in 1% of all civs
3.1.0: Merge pull request #74 from gruppe-adler/fix-mp
- new CBA event "grad_civs_vehicleTheft" fires when civilians notice that a vehicle was stolen (params: _vehicle, _thief (objNull if unknown))
- shorten some setting descriptions that were too long
- add 3DEN modules for exclusion zone / population zone (sync to a trigger with area!)
- add 3DEN modules for transit traffic . sync "sink" to "source" module to create a transit route. vehicles will spawn at source and despawn at sink. you can add more than one sink to a source.
initial mod release without known breaking bugs
3.0.1 Update ci.yml
it's a mod!
Restructure to make it a mod.
As things go, some changes slipped in:
- deleted:
- timing macros - there's a profiler for that
- functions to place static cars and civs. conceptually they didnt fit in really. might re-introduce later.
- added:
- setting for corpsemanager mode
- setting to allow civs on empty servers
- some inline TODOs for shit that was out of scope
bugfixing, optimization, population zone whitelisting
- same as
addExclusionZone
, there is nowaddPopulationZone
- spawn performance optimization
- off-by-one bugfix re: civ group size